The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to the new Sinister Design forums!

Pages: 1 ... 37 38 [39]

Author Topic: A new engine!  (Read 45426 times)

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3176
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #570 on: March 14, 2019, 03:10:14 PM »

-- the game now actively prevents the camera from panning more than a little bit off the edge of the level. (I finally gave up on using a fancy physics-based solution and just went with magic numbers--no sense sinking more time into a fancier solution than the game needs when there's so much else to be done!)

-- the game now actively shifts character tooltips around to keep them entirely onscreen when mousing over units near the screen's edges during battle.

-- for mid-battle saves, all of the game's save and load game screens (as well as the slot selection screen when starting a new game) now display the turn number on which the battle was saved.

-- created alternate versions of the healing tutorial in the main campaign based on the selected difficulty (and the corresponding Death Rules).

-- fixed: the game would sometimes lock up when an AI character grabbed an item sack, then immediately turned and attacked an adjacent enemy.

-- fixed: the AI would sometimes run two character's moves concurrently if an experience bar stopped animating midway through the first character's move.

-- fixed: the game would sometimes lock up when the player completed a battle.

-- fixed: the experience bar and level-up animations did not reflect the lower level-up threshold for characters possessing points of Aptitude.
Logged

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3176
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #571 on: March 15, 2019, 02:25:30 PM »

-- the game now counts down status effects on destructible objects (and, where appropriate, damages them) at the end of each round in battle.

-- the battlefield camera boundaries now shift dynamically to accommodate things like the deployment screen and camera zoom-in during attacks.

-- shoving a unit into a liquid tile now treats the fall height as 1 unit lower for purposes of falling damage and stunning.

-- added a new tile phase to the game: void. Like liquid phase tiles, these get positioned a half-step lower than solid tiles on the battlefield; but unlike liquid phase tiles, they don't soften the landing for units shoved into them. To the contrary, any fall into a void tile is automatically treated like a 25-height fall (meaning that it does an immediate, unavoidable 100 damage and 24 continuous turns of Stunned status!)

-- chasm tiles are now void tiles.

-- reduced the default value of the accuracy constant in the game's AI so that AI-controlled characters won't choose heavily armored targets over targets with Dodge so consistently.

-- fixed: the game would sometimes act as though the player was clicking an object instead of the character standing on top of it.

-- fixed: the game wasn't saving the runsScripts property of items contained in unit inventories.

-- fixed: the game was inappropriately detecting a mid-battle save when saving at the conclusion of a battle.

-- fixed: the game wasn't displaying the status effect indicator on status-effect-bearing units after reloading a mid-battle save.

-- fixed: the game was treating empty bridge spaces as full for purposes of building non-bridge destructible objects with Create skills.
Logged

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3176
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #572 on: March 17, 2019, 12:54:47 PM »

-- fixed: the game wasn't saving triggers on units, causing traps to cease functioning upon reloading mid-battle saves.

-- fixed a null error involved in loading reserve supplies brought about by Friday's fix re: saving of the runsScripts property on items.
Logged

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3176
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #573 on: March 18, 2019, 03:21:34 PM »

-- new script action: ShowCharacterScreen. Automatically opens the character screen for a unit. Takes one parameter: the character's name. (If the named character is not found in the scene or among saved characters, the screen simply doesn't open.)

-- new script actions: ChangeTriggerCharacter and ChangeSecondaryCharacter. These let you swap out the the units whom the dialogue considers the triggering and secondary characters, thereby allowing you to use special characters with different units. Each takes one parameter: the character's name.

-- right-clicking bridge segments now only brings up their info screen only if the bridge segment clicked is above liquid or a chasm; if right-clicking a bridge that overlaps a solid terrain tile, the game treats it as a right-click on the terrain (i.e. a cancel click).

-- fixed: wasn't saving active holds on spaces for mid-battle saves.
Logged
Pages: 1 ... 37 38 [39]